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query - query handle index - one-based hit index |
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Returns True if this hit contains a copied point. Rays, sweeps, character planes and positive-distance proximity results do; AABB and exact-overlap hits do not. Closest-point results also retain a point at zero distance, but no normal. Shape-pair distance results have neither point nor normal at zero distance. Results are copied. They survive StepPhysics and other queries until this query runs successfully again or is freed. Failed runs preserve the previous results. Freeing the owning world frees its queries. Invalid/stale/wrong-kind handles and invalid hit indices raise runtime errors. See also: CreatePhysicsQuery, PhysicsQueryFilter, PhysicsQueryTarget, QueryPhysicsRay, QueryPhysicsSphere, PhysicsQueryLimit. |
; PhysicsQueryHasPoint Example
; ----------------------------
Graphics3D 640,480,0,2
SetBuffer BackBuffer()
Const PHYSICS_STATIC=0
Const PHYSICS_DYNAMIC=2
camera=CreateCamera()
PositionEntity camera,0,7,-8
RotateEntity camera,40,0,0
light=CreateLight()
RotateEntity light,45,-30,0
AmbientLight 60,60,60
; An independent Box3D world with standard gravity
world=CreatePhysicsWorld()
; Blue static floor
ground=CreateCube()
ScaleEntity ground,6,0.5,6
PositionEntity ground,0,-0.5,0
EntityColor ground,80,160,255
ground_body=CreatePhysicsBody(world,ground,PHYSICS_STATIC)
ground_shape=PhysicsBodyBox(ground_body,12,1,12)
; A ring of crates to aim at
For i=1 To 8
crate=CreateCube()
ScaleEntity crate,0.5,0.5,0.5
PositionEntity crate,Cos(i*45)*4,0.5,Sin(i*45)*4
EntityColor crate,255,120,70
crate_body=CreatePhysicsBody(world,crate,PHYSICS_STATIC)
crate_shape=PhysicsBodyBox(crate_body,1,1,1)
Next
; A query object runs searches and keeps a copy of their results
query=CreatePhysicsQuery(world)
; Start aimed at a crate
angle#=45
While Not KeyDown(1)
; A and D sweep the ray around the centre
If KeyDown(30) Then angle=angle+1.5
If KeyDown(32) Then angle=angle-1.5
dx#=Cos(angle)*6
dz#=Sin(angle)*6
StepPhysics world,1.0/60.0,4
; Cast a ray 6 m out from the centre, half a metre above the floor
hits=QueryPhysicsRay(query,0,0.5,0,dx,0,dz)
; Arrow keys move the camera
If KeyDown(200) Then MoveEntity camera,0,0,0.1
If KeyDown(208) Then MoveEntity camera,0,0,-0.1
If KeyDown(203) Then TurnEntity camera,0,1,0
If KeyDown(205) Then TurnEntity camera,0,-1,0
RenderWorld
; Draw the ray from the centre to the first hit, or to its full length
CameraProject camera,0,0.5,0
start_x=ProjectedX()
start_y=ProjectedY()
If hits>0
CameraProject camera,PhysicsQueryX(query,1),PhysicsQueryY(query,1),PhysicsQueryZ(query,1)
Else
CameraProject camera,dx,0.5,dz
EndIf
Line start_x,start_y,ProjectedX(),ProjectedY()
Text 0,0,"Arrow keys: move camera A / D: sweep the ray Esc: exit"
If hits>0
Text 0,20+0,"PhysicsQueryHasPoint(query,1) = "+PhysicsQueryHasPoint(query,1)
Text 0,20+20,"(PhysicsQueryHasNormal: "+PhysicsQueryHasNormal(query,1)+"; overlap searches have neither)"
Else
Text 0,20,"The ray hits nothing"
EndIf
Flip
Wend
FreePhysicsWorld world
End